That looks really good, but I saw when I watched the animation that the sling stayed connected. the outside ring should come off after reaching spot where it realeases the ball

studio

07-18-2004, 06:47 PM

That looks really good, but I saw when I watched the animation that the sling stayed connected. the outside ring should come off after reaching spot where it realeases the ball

I don't think that that is necessarily true . The real-world models we have been directed to , employ that method , but (some?) hand-held slings do not , but rely on a small pouch that will not grab the projectile so tightly and so fully . This excellent animation seems to show a sling and pouch that are designed to easily let go of the projectile when a certain point is reached .

In real life this may or may not be as accurate , but who's to say ? I personally really like the way the small pouch and rope really "wips" right at the point of release , which in my mind , is exactly how the mechanics of release should look . This could never be "faked" and is one of the most convincing pieces of dynamics I've seen yet . BRAVO !!!!

Overall , this is the best one I've seen yet , if only by a small margin , since there are so many very good examples seen here , this early as well . If I had to make any kind of negative comment about this anim , or other anims , it would be the stopping of the anim at the point where the bricks are falling . Since the major ctiteria is "Dynamics" not "follow real-world trebochet design , and my directions , to the letter of the law" , I think the use of the falling blocks dynamics is every bit as important as any other part of the anim , and should be included untill all the blocks stop moving completely , to show that there are no errors in stacked/lying blocks (one of the Cinema anims show errors in the stationary wall) .

Again , just my 2 centavo's , please take it with a grain of salt . Great Job !

Studio

westiemad

07-18-2004, 08:30 PM

ah ha! your the man i wanted to talk to. You have a proper working treb there, and I have a question for u.

Your throwing sack respects the ball and collisions with the ground, e.g. its not effected by normals direction. I'm using maya, but if you can tell me how you did it in max, I can try and figure it out in maya. Any help would be very very greatful.

CGTalk Moderation

01-18-2006, 06:00 PM

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.

Follow Us On:

The CGSociety

The CGSociety is the most respected and accessible global organization for creative digital artists. The CGS supports artists at every level by offering a range of services to connect, inform, educate and promote digital artists worldwide. More about us on TheArtSociety.com